Kamikaze_Highlander
PSN: Windude008
So like many of you (i believe) the appeal for the game has died a bit as once again we have been left out of any meaningful buffs in the last patch (R/V not getting 2 hits on EX bf3 blows my mind, its exactly the type of special many other characters now have two hits on). Last night trying to fall asleep my mind went through a few of the characters I've dabbled with over the years, and it got me thinking not of where Lackey places on tier lists, but what the actual fuck this character is! What role does he play in the meta? And why do so many other characters do what he does better, with a better set of supporting tools to compliment them.
Looking at other characters (not all the ones I've played but these ones come to mind with their respective playstyle)...
Quan Chi(zoning) - All variations have strong zoning tools, Sorcerer being the overall weakest at this but rune's versatility more than make up this is.
Liu Kang (Rushdown) - Liu Kang is an offensive power house, even in his base character design. All three variations have incredibly strong pressure tools, and while there are methods to escape, it requires a good read from your opponent. Dragons fire has some of the strongest zoning in the game, and Flame Fist means even correctly blocking won't save you from chip-death. Dualist may live a bit more on gimmicks, but when that steam roller gets moving its hard to stop.
Kenshi (Counterzone) - Maybe not the best example but Kenshi has some good options to beat zoners. Possessed and Balanced both have auras that track targets, balanced's being a pseudo-50/50, Possessed also Possesses (ah ha) a teleport that can lead into jailing pressure. Kenjutsu has a strong neutral tool with push, and his grab reaches fullscreen and can lead to a full combo.
Kotal Kahn (Neutral) - with great pokes and amazing strings Kotal has always dominated neutral game, god like ji1 and multiple aa options means getting in or keeping out the Kahn is always a challenge.
Cyber Sub-Zero (Set play) - Other characters/variations like Konjurer or Hunter predator also fit in this section. These characters look for one opening then begin an endless loop of HTB or traps that keep you constantly on the defense.
I realize there are more playstyles or better examples of the ones listed, but I feel like thats a good reference for my point. So what about us. Looking at our variations
Vicious (Counterzoning++) - With the standard OH/Low throws, njp, the addition of Boss Toss gives Vicious some strong zoning tools, with the loss of OH plus frames this has been been neutered to a degree. Vicious still can control space very well, and for some good damage. Vicious also has one extra tick throw option, but stabby stab grab is overall the weakest grab of the three variations so while technically he has the most tick throw options, he is also the weakest grappler of the three.
Ruthless(Counterzoning/damage monster/weak rushdown) - still maintaining OH/Low throws, that njp, PnG armour, and 4,2+4 still makes Ruthless a strong contender in the neutral, and shutting down zoning attempts. I say Ruthless has 'weak' rushdown because only a few normals give the kind of advantage you need for rc pressure to be guaranteed, and since we lose a chunk of our moveset the cost of a PnG rc is large. We all know about the ridonkadonk damblage.
Lackey (?????) - With zero ranged options Lackey can neither zone nor counter zone effectively outside of 1/4 screen away. He has no frame traps or run cancels and so cannot (imo, maybe I don't understand the concept of rushdown) qualify for rushdown. With only two tick throw options he is an incredibly weak grappler, where unlike Ruthless, there is no guaranteed followup a la PnG, which protects F/T from aggressive players who like to wake up. This does not even account for the fact that his grab sends the opponent fullscreen where he is at his weakest.
I'm at a loss to describe his style. I had forgotten another major gameplay style and after adding it in Set Play is the closest I can think to what Lackey has to do now. And that set play is entirely revolved around charge and the oki options after, but the moment you want to cash out damage, all of that advantage you were clinging to is gone. Now you can get the opponent to the corner quite easily through the Torrvex making the command grab much more useful, but enforcing that oki successfully can be very difficult against skilled players. I know the term 'counter-rushdown' was associated with this character, and to some extent this is still true, d1 is still a great tool despite being very minus, and the free armour on charge has gotten me out of more than a few oki situations/gaps. But with rushdown now being an overall weaker gameplay style, with stamina changes and such, does this not in turn weaken Lackey?
Discuss...
@Cooljaxx
@Doombawkz
@Wetdoba
@MK Led
@joeldm
@omooba
@imblackjames
@Shade667
@cR Biohazard
Looking at other characters (not all the ones I've played but these ones come to mind with their respective playstyle)...
Quan Chi(zoning) - All variations have strong zoning tools, Sorcerer being the overall weakest at this but rune's versatility more than make up this is.
Liu Kang (Rushdown) - Liu Kang is an offensive power house, even in his base character design. All three variations have incredibly strong pressure tools, and while there are methods to escape, it requires a good read from your opponent. Dragons fire has some of the strongest zoning in the game, and Flame Fist means even correctly blocking won't save you from chip-death. Dualist may live a bit more on gimmicks, but when that steam roller gets moving its hard to stop.
Kenshi (Counterzone) - Maybe not the best example but Kenshi has some good options to beat zoners. Possessed and Balanced both have auras that track targets, balanced's being a pseudo-50/50, Possessed also Possesses (ah ha) a teleport that can lead into jailing pressure. Kenjutsu has a strong neutral tool with push, and his grab reaches fullscreen and can lead to a full combo.
Kotal Kahn (Neutral) - with great pokes and amazing strings Kotal has always dominated neutral game, god like ji1 and multiple aa options means getting in or keeping out the Kahn is always a challenge.
Cyber Sub-Zero (Set play) - Other characters/variations like Konjurer or Hunter predator also fit in this section. These characters look for one opening then begin an endless loop of HTB or traps that keep you constantly on the defense.
I realize there are more playstyles or better examples of the ones listed, but I feel like thats a good reference for my point. So what about us. Looking at our variations
Vicious (Counterzoning++) - With the standard OH/Low throws, njp, the addition of Boss Toss gives Vicious some strong zoning tools, with the loss of OH plus frames this has been been neutered to a degree. Vicious still can control space very well, and for some good damage. Vicious also has one extra tick throw option, but stabby stab grab is overall the weakest grab of the three variations so while technically he has the most tick throw options, he is also the weakest grappler of the three.
Ruthless(Counterzoning/damage monster/weak rushdown) - still maintaining OH/Low throws, that njp, PnG armour, and 4,2+4 still makes Ruthless a strong contender in the neutral, and shutting down zoning attempts. I say Ruthless has 'weak' rushdown because only a few normals give the kind of advantage you need for rc pressure to be guaranteed, and since we lose a chunk of our moveset the cost of a PnG rc is large. We all know about the ridonkadonk damblage.
Lackey (?????) - With zero ranged options Lackey can neither zone nor counter zone effectively outside of 1/4 screen away. He has no frame traps or run cancels and so cannot (imo, maybe I don't understand the concept of rushdown) qualify for rushdown. With only two tick throw options he is an incredibly weak grappler, where unlike Ruthless, there is no guaranteed followup a la PnG, which protects F/T from aggressive players who like to wake up. This does not even account for the fact that his grab sends the opponent fullscreen where he is at his weakest.
I'm at a loss to describe his style. I had forgotten another major gameplay style and after adding it in Set Play is the closest I can think to what Lackey has to do now. And that set play is entirely revolved around charge and the oki options after, but the moment you want to cash out damage, all of that advantage you were clinging to is gone. Now you can get the opponent to the corner quite easily through the Torrvex making the command grab much more useful, but enforcing that oki successfully can be very difficult against skilled players. I know the term 'counter-rushdown' was associated with this character, and to some extent this is still true, d1 is still a great tool despite being very minus, and the free armour on charge has gotten me out of more than a few oki situations/gaps. But with rushdown now being an overall weaker gameplay style, with stamina changes and such, does this not in turn weaken Lackey?
Discuss...
@Cooljaxx
@Doombawkz
@Wetdoba
@MK Led
@joeldm
@omooba
@imblackjames
@Shade667
@cR Biohazard
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